I am going to be doing a short 5 minute talk this Thursday about my work at the Dust Temple in Currumbin, I will be talking on my submission, practice as well as about the opportunities that being in Swell 2014 has given me as an artist.

I am now finalising the AR component of my submission to SWELL 2014.I have been using Metaio Creative combined with modo and ZBrush to create and publish the AR component of Hidden reflections.

I animated the slow spin of the AR faceted reflection in modo, which was then exported out as a .fbx file. Additionally I used modo to bake out ambient occlusion maps as well as the visible UV edges which were combined into a final texture map for the the AR .

This faceted AR dolphin skull was then imported into metaio creative along with the original CAD data from the 3D print and base plinth (which is the only hand made component). The CAD data and base plinth are used to line up or register in 3D space my AR. This content is then released and published on my Junaio channel, as the AR is locked to the CAD ( or tethered to the 3D print and plinth) the only way one can see the AR is when one is in view of the physical installation.

modo render of an (ideal) installation position on the beach.

ZBrush screen grab of decimated dolphin skull used for the AR. I then adjusted and textured this faceted version in modo - baking in ambient occlusion and the UV wires for the final AR.

An image of the original raw 3D mesh data, I tried to keep as much of the digital artifacts (created during the conversion process from the photos) of the raw mesh in the final 3D print.